Pregens!
These were created using 16, 15, 14, 13, 12, 10 for ability scores, which is a bit generous for BECMI, but these are supposed to be heroes of prophecy so it works.
House Rule #1: No alignment languages (if you don't know what that means, don't worry about it).
House Rule #2: We won't be worrying about basic traveling supplies like rations, water, etc. PCs are assumed to have what they need for overland travel.
House Rule #3 We also won't be worrying about encumbrance.
If you'd like to play one of these characters, gender, appearance, personality, and name are all up to you.
[sblock=Cleric]
You and three others awoke on a beach one afternoon with no memories, though you know your name and that you are a Cleric of Light, the ancient religion of the Sky People. You have an affinity for Elemental Water and the Time Sphere of Power and you carry a darkened crystal with a greenish-blue coloring to it.
Class: Cleric
Level: 1
Element: Water
Sphere: Time
Alignment: Neutral
XP: 0 (+10% bonus)
XP for next level: 1500
Str: 14 (+1)
Int: 12 (+0)
Wis: 16 (+2)
Dex: 10 (+0)
Con: 15 (+1)
Cha: 13 (+1)
HP: 7
AC: 2
War Hammer - +1 to hit, 1d6+1 damage
Sling + 30 pellets - +0 to hit, 1d4 damage, range: 40 (+1 to hit)/80 (no adjustment to hit)/160 (-1 to hit)
Saves
Death Ray/Poison: 11
Magic Wands: 12
Paralysis/Turn to Stone: 14
Dragon Breath: 16
Rod/Staff/Spell: 15
Turning Undead
Roll 2d6 to determine success then roll 2d6 to determine number of hit dice of undead affected.
Skeleton: 7
Zombie: 9
Ghoul: 11
Spells
Gained at 2nd level.
Equipment
Warhammer
Sling + 30 pellets
Plate Armor
Shield
Holy Symbol
17 Gold Pieces
Weapon Mastery
War Hammer - Basic
Sling - Basic[/sblock]
[sblock=Fighter]
You and three others awoke on a beach one afternoon with no memories, though you know your name and that you are a capable warrior. You have an affinity for Elemental Earth and the Matter Sphere of Power and you carry a darkened crystal with a brownish coloring to it.
Class: Fighter
Level: 1
Element: Earth
Sphere: Matter
Alignment: Lawful
XP: 0 (+10% bonus)
XP for next level: 2000
Str: 16 (+2)
Int: 10 (+0)
Wis: 12 (+0)
Dex: 14 (+1)
Con: 15 (+1)
Cha: 13 (+1)
HP: 9
AC: 3
Normal Sword - +2 to hit, 1d8+2 damage
Long Bow + 20 Arrows - +1 to hit, 1d6 damage, range: 70 (+1 to hit)/140 (no adjustment to hit)/210 (-1 to hit)
Dagger - +2 to hit (+1 to hit when thrown), 1d4+2 damage, range: 10 (+1 to hit)/20 (no adjustment to hit)/30 (-1 to hit)
Spear - +2 to hit (+1 to hit when thrown), 1d6+2 damage, range: 20 (+1 to hit)/40 (no adjustment to hit)/60 (-1 to hit)
Saves
Death Ray/Poison: 12
Magic Wands: 13
Paralysis/Turn to Stone: 14
Dragon Breath: 15
Rod/Staff/Spell: 16
Combat Options
Lance Attack - Double damage dice with a lance when attacking from a charging mount (mount must move at least 20 yards.
Set Spear vs. Charge - Double damage dice with a spear, pike, sword shield, or lance vs. a charging opponent (opponent must move at least 20 yards before reaching the character). Spear attack interrupts opponent's attack and prevents it if the opponent is killed. Set Spear vs. Charge may only be used when the character has initiative and usually only in the first round of combat.
(More combat options are gained at 9th level.)
Equipment
Normal Sword
Long Bow + 20 Arrows
Dagger
Spear
Chain Mail
Shield
9 Gold Pieces
Weapon Mastery
Normal Sword - Basic
Long Bow - Basic
Dagger - Basic
Spear - Basic[/sblock]
[sblock=Magic-User]
You and three others awoke on a beach one afternoon with no memories, though you know your name and that you are a capable wizard. You have an affinity for Elemental Fire and the Energy Sphere of Power and you carry a darkened crystal with a reddish coloring to it.
Class: Magic-User
Level: 1
Element: Fire
Sphere: Energy
Alignment: Chaotic
XP: 0 (+10% bonus)
XP for next level: 2500
Str: 10 (+0)
Int: 16 (+2)
Wis: 14 (+1)
Dex: 13 (+1)
Con: 15 (+1)
Cha: 12 (+0)
HP: 5
AC: 8
Dagger - +0 to hit (+1 to hit when thrown), 1d4 damage, range: 10 (+1 to hit)/20 (no adjustment to hit)/30 (-1 to hit)
Staff - +0 to hit, 1d6 damage
Saves
Death Ray/Poison: 13
Magic Wands: 14
Paralysis/Turn to Stone: 13
Dragon Breath: 16
Rod/Staff/Spell: 15
Spells
You can memorize and cast one 1st level spell per day. You will gain more spells per level as you advance.
1st Level Spells Memorized: Sleep
Spellbook
Your spellbook contains all of the spells you know and may be added to anytime you acquire a new spell by finding a scroll or spellbook in an adventure, or by studying at an arcane library available in most towns.
1st Level Spells: Read Magic, Sleep
Equipment
Dagger
Staff
Spellbook
112 Gold Pieces
Weapon Mastery
Dagger - Basic
Staff - Basic[/sblock]
[sblock=Thief]
You and three others awoke on a beach one afternoon with no memories, though you know your name and that you are a skilled thief. You have an affinity for Elemental Air and the Thought Sphere of Power and you carry a darkened crystal with a whitish blue coloring to it.
Class: Thief
Level: 1
Element: Air
Sphere: Thought
Alignment: Neutral
XP: 0 (+10% bonus)
XP for next level: 1200
Str: 14 (+1)
Int: 12 (+0)
Wis: 10 (+0)
Dex: 16 (+2)
Con: 13 (+1)
Cha: 15 (+1)
HP:5
AC: 5
Normal Sword - +1 to hit, 1d8+1 damage
Long Bow +20 Arrows +2 to hit, 1d6 damage, range: 70 (+1 to hit)/140 (no adjustment to hit)/210 (-1 to hit)
Saves
Death Ray/Poison: 13
Magic Wands: 14
Paralysis/Turn to Stone: 13
Dragon Breath: 16
Rod/Staff/Spell: 15
Thief Abilities
Open Locks: 15%
Find Traps: 10%
Remove Traps: 10%
Climb Walls: 87%
Move Silently: 20%
Hide in Shadows: 10%
Pick Pockets: 20%
Hear Noise: 30%
Back Stab: If the thief is undetected, a special backstab attack may be performed with a +4 to hit and double damage dice.
Equipment
Normal Sword
Long Bow + 20 Arrows
Leather Armor
Thieves' Tools
20 Gold Pieces
Weapon Mastery
Normal Sword - Basic
Long Bow - Basic[/sblock]
If someone would like to play an Elf, Dwarf, Halfling, or Mystic but aren't familiar with the Basic rules, just let me know and I'll cook up a pregen for you.
These four pregens will be added to the first post in this thread.